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Alright folks here's the writeup for the combat system's math that Astrus will be gradually implementing. At the moment this isn't finished (I ran out of time to type it all out). I'll be adding more over the next day or so, hopefully finishing it before the weekend is over. If you've any questions you can either submit them on the talk page here or you can just chat with me on the MUSH. Remember that at the moment this doesn't include weapons, damage check, buffs, etc. I do have everything in mind for them just didn't write it. So you get the skill check in the meantime

Basic Skill Check

The basic check roll is a modified version of the d100 system. A player's Stats, Skills and even their Vehicle stats all add to a threshold pool. The name of the game is essentially that the low roll wins, though it's a bit more complicated than that. For even a chance to succeed a player must roll at or below their current threshold. This gains the player 1 'success', for every 3 below their threshold that a player rolls they gain an additional success. I'll give some examples of this in a moment, first I'll explain how an individual's threshold is calculated.

Stats and Skills

These are calculated in the same manner as the other. For a value of 1-7 your stats/skills add one point to your threshold. From 8-9 an additional 2 points per level are added. Lastly, a 10 adds 3 points to your threshold.

On top of this all players are granted 5 points from the outset, mainly to make rolls at least feasible for lower-statted players So for instance: Gesinski has an Endurance of 8 and a piloting of 9. His endurance adds 9 to his threshold and his piloting adds an additional 11. This makes a total of 25 when his "gimme bonus" is added. A rookie meanwhile has 5 in endurance and 5 in piloting. With their "gimme bonus" they have a threshold of 15.

The roll for a skill check uses a d40, this may look a bit skewed in leaving odds for a lot of failures, but in manual testing with the MUSH's RNG (Random Number Generator) it's been decently successful so far and allows for the use of buffs without totally buggering the math.

So all of that explained here's how this works: The code rolls a d40 for each person. If they go over their threshold they've automatically lost, with rolling a 39-40 being a critical failure (I'll get to these in a bit). If they get under then they gain a success, as mentioned above, and for every successive 3 points down another success is added. The player with the most successes wins, if they're tied for successes the person with the lowest roll wins (In the case of rookie vs. ace this means a rookie would always win in a tie roll - they need SOMETHING to look forwards to, right?)

A quick example of Gesinski vs. a Rookie:

Gesinski - 25 Threshold Rookie - 15 Threshold
Roll: 21 Roll: 36
4 Under - 1 Success Over - Fail

Special Circumstances

Now along with the basic "Success/Fail" aspect there's a couple other situations that can arise:

First is rolling 39 or 40, as mentioned this is a critical fail. In the case of weapons this can even lead to the weapon jamming (we'll worry about this in a future section).

Next is rolling a 1. This is a critical success. You roll a 1, you win, end of story. Only exception is if your opponent also rolls a 1, at which point something special happens.

And for my favorite: If both parties fail their rolls things get interesting. If attacker and defender fail their rolls the dice are automatically re-rolled with the defender getting a +1 bonus to their threshold. The attacker meanwhile gains an additional .05 to his damage output (on top of any other buffs). This can happen a second time as well. This means that the defender can get a max bonus of +2 on his threshold, while the attacker's attack would be multiplied by 1.10. However, if they fail a THIRD roll then a Cross-Counter/Combo Breaker occurs. In the case of HP tracked weapons this results in BOTH parties being given 25% of the attacker's damage output. Think of it like two people trading a flurry of blows only to land one on each other at the same time. Also, remember how I mentioned if both parties roll a 1 something special happens? Ayep. Both people rolling 1 results in an instant Cross-Counter.

Stats

The mechanic for the stat check is the same, however the dice roll is proportionately scaled down. Rather than using a d40, a d30 is used instead to make up for not having your skills. For a brief example this means our example Rookie has a roll threshold of 10 on Endurance with his bonus, meanwhile Gesinski has a threshold of 14

Vehicles

Vehicles are essentially the same deal and only a few things change. First and foremost a vehicle's stats simply add their value onto your roll threshold. Naturally this means that using a d40 is out. In this situation we ramp things right up to a full d100.

Once again we'll take our Rookie vs. Gesinski example.

Now our Rookie has a VF-11 with a speed rating of16. Meanwhile, Gesinski's VF-22S has a speed rating of 31 (this is no Zaku, boy!). So this said, our Rookie's threshold on a speed contest would be 31, meanwhile Gesinski's Speed roll would be 56. (Yes yes, I know targeting should technically be used for one of them but I'm trying to keep this simple, damnit!)

So once more let's examine a roll, maybe our Rookie will have better luck this time (doing these rolls for real on the MUSH as I type this FYI)

Gesinski - 56 Threshold Rookie - 31 Threshold
Roll: 81 Roll: 14
Over - Fail 17 Under - 5 Successes

And this time around the Rookie manages to win the contest. Interesting that so far the wins haven't come from someone simply having more successes, heh.

Armor

Armor is done a bit different in the case of a skill check. The actual cases where you'd need to check Armor will be fairly minimal once full combat is implemented. However, because Armor can go as high as 80 in the case of capital ships, any skillchecks using armor will be done with the Armor's bonus being halved to keep it within the d100 limits.

Zentradi

No I haven't forgotten about you guys. Zentradi will be changing up as well. Instead of simply doubling their Strength and Endurance stats as +macronize currently does, a zentradi who has macronized will simply have the equivalent of their Strength and Endurance added to their roll threshold similar to how a vehicle works, they'll also be rolling a d100 for their checks in these cases. This actually brings a Zentradi with an 8 in Endurance fairly close to someone in a VF-1J which is about the cutoff for where a Zentradi can win a "fair" fight.

Conclusion

This part of the skill check we'll likely have implemented fairly quickly so that you all can start using less-broken math. We'll also have skill tests implemented for general GMing, just a matter of me sitting down to work out the potential number of successes available for each set of rolls.

Weapons

Ah now we're getting to something I know you're all itching to find out. Yes, mecha, ships and players will have weapons. The general premise will remain the same between all of them so we'll use VF weapons for the basics.

Ranged Weapons

The staple of Macross. Ranged weapons in code terms are going to be broken into two main types: projectiles and missiles. Projectiles entail gunpods, cannons, lasers, anything that is not guided after leaving its craft and cannot (generally) be shot down after leaving. Missiles are a no brainer. They're missiles, so everything from rockets to micro missiles, to anti-ship missiles. Yes we could split these down further but semantics aside their effect on code would be about the same so we'll keep it simple here :P

All weapons will employ the same set of stats to determine their efficacy these are:

  • Accuracy - Every weapon carries a modifier to your hit rolls. In the case of projectile weapons this will generally always be a negative modifier. In the case of missile-types it will usually be a positive modifier. The base modifiers will generally be small, normally only +/- 3 to your existing threshold
  • Damage Type - Damage types will come in two flavors: HP and Spiritia. In the case of VFs this is a crucial understanding as while HP damage is always soaked by the machine, Spiritia damage bypasses normal HP and barriers hitting the pilot directly.
  • Damage - The actual amount of fixed damage done by any given weapon.
  • Ammunition - How many shots the weapon has (if applicable)
  • Ammo Consumption - How much ammo the weapon consumes (if applicable)
  • Burst Options - How many shots a weapon can unload at a target in a given span of time. Bursts will be handled in three flavors:
    • Standard - All stats are at their base value
    • Medium - All stats (good or bad) are doubled
    • Heavy - All stats are tripled.

The result of this is firing a heavy burst from a gunpod or similar weapon will triple your damage (WOO!), but at the same time it'll triple your accuracy penalty and ammo consumption (BOO!) Missiles play out prettymuch the same way, however they get a bonus to their accuracy insead of a penalty thanks to that novel concept of having around 50 missiles being sent at you would be /really/ hard to dodge!

Energy Weapons

While they aren't used terribly commonly there are some strightly energy based options for weapons in Macross as well. While these weapons have the benefit of no ammo consumption to balance this out they'll have to contend with reduced damage, accuracy or both depending on the weapon. The general rule is: if you can run out of ammo it'll do more damage than the stuff that can't run out.

Melee Weapons

Much of the same premise for Energy Weapons applies to melee weapons as well. The main difference here is that your Strength and Melee Weapons skills will be tallied, adding a percentage modifier to the damage of your chosen weapon. In the case of VFs hand to hand combat will work the same but use your Hand to Hand skills (duh) instead of Melee Weapons. The modifier as of this writing will be a simple 1:1 comparison. So if your combined Strength and Melee Weapons/Hand to Hand runs a 10 (say 5 for each) then your static bonus will be +10% before any other bonuses are applied.

Note: On foot your hand to hand damage will be calculated by simply adding up your Strength stat and Hand to Hand skill then halving it. This becomes the baseline for the weak strike for your melee. Your medium strike would then be the full value of your Strength and Hand to Hand skill (19 damage sans mitigation for someone using the max allowable for the two values). And then of course your heavy strike would be triple of the Weak value (so 27 damage unmitigated in this case).

This probably doesn't make a lot of sense currently, don't worry I'll tie it all up at the end and include some examples so you can see how it all works out.

Loading Weapons:

So all this talk of the different ways to hurt a guy, how about we talk about how you actually USE them for a moment?

Internal vs. Hardpoints

Everyone and everything has a basic internal loadout. In the case of humans/zentradi/zolans this is relegated solely to their basic hand to hand attack (it's the basis of all combat!).

Meanwhile, in the case of mecha and capital ships the bulk of their weapons will be considered internal. Anything that's a design feature of the craft is considered internal (so micro-missile stores, gunpod, anti-air lasers, Macross Cannon). These weapons cannot be changed out by a player, only an admin can change them and considering we're a lazy lot we'll be wanting a darn good reason for why.

Hardpoints in turn give added flexibility. These are the toys you can equip, use then throw away if the situation demands. On foot this will be everything from a knife to an anti-tank missile launcher. For a VF this will be stuff like additional short range missiles all the way up to anti-ship missiles. Later on this may even entail weapons with special effects, but for now we're going to focus on getting the ones that can hurt you coded in properly first.

Hardpoint weapons aren't without their faults, however. Bigger guns will slow a person down, while some VFs can't transform from fighter mode if they still have external stores. This'll be enforced either by code (pending feasibility) or by RP. In the case of on-foot penalties you're looking at a -3 to your roll threshold if you're toting a heavy weapon. The good news with hardpoint weapons is if they prove too much a hindrance you can simply either use them up or jettison them. Ditching a weapon won't use up your action for a turn as this is a very fast process.

Armories and Hangars

So we've already established that you can run out of ammo and that you can tweak your loadouts. This is where these two fellas come into play. VFs can rearm and swap equipment in any room designated as a hangar, for people on foot this is done via Armories. Odds are we'll have Armories set as a global command as there aren't many places on-grid that'd be suitable for them, espcially for a couple rare civvies.

That said we'll focus mostly on the mechanic for how rearming will work for VFs. Hardpoint weapons and FAST packs cannot be changed mid-fight. I'll happily come up with whatever BS IC excuse to make this an easier pill to swallow if its needed but the short version is: we can't let you re-arm completely if you're an idiot and expend all your stores right away :P

As far as re-arming goes the first thing you need to do is successfully disengage from your opponent. Either you can agree to break off the engagement temporarily (allowing your opponent to go after another target or grant them a reprieve if they were the one outnumbered), or you can both do a Speed check against each other to see if you can bug out. In this there's only win or lose, criticals don't apply.

Assuming you succeed in escaping you can retreat to your hangar to rearm. Now the commands for this work instantaneously (so as to not keep you from at least watching the scene) but the rules regarding rearming are not. You get two options to re-arm. Quick and Full. A Quick rearm restocks stuff like gunpod ammo but that's it. A Quick re-arm only eats up one round. A Full re-arm meanwhile takes two rounds but it also replenishes any internal missile stores. The idea here is that if you run out of your main damage dealers you can always re-stock but the potential drawback is giving your enemy an edge that could result in one of your companions getting dropped in the meantime, so choose carefully.

Armor

Next up Armor. Aka, why someone won't kill you in one shot. Keeping with the spirit of not making stuff overly difficult to figure out: Your Armor rating becomes a direct percentage of damage mitigated from an attack. For vehicles this is easy enough: Your Armor stat = your max mitigation.

On foot it's not much more difficult to figure out. Your armor is tallied the same way as your Hand to Hand damage is essentially done: We simply add your Endurance stat and Defense skill and voila.

Now bear in mind the actual amount of armor mitigation you have is going to vary by circumstance, which will be explained when I get into the actions you can take.

Degredation: Your armor will thin out over time. Any hit that does 150 damage or higher before mitigation will take 2 points off of your armor. This continues until your armor has reached half its original value at which point it can't degrade any further. Armor can naturally be repaired out of combat.

Initiative

One option that will be present is to have the MUSH determine initiative at the beginning of each round. The process is simple: all participants automatically have their Sensors and Stealth rolled for vehicles (Stealth and Security on foot). Whoever has the highest totals between both gets to go first with each person progressively going down the ladder.

Using Weapons

So just how will you access all of these weapons? Well for those already on the MUSH you'll see that on the current iteration of +vsheet that there are two empty places for Sandard Weapons and Hardpoint Weapons. Your VF's loadout will display in these sections. Each weapon is assigned a number to it which the combat code will reference when you initiate an attack.

Combat Actions

So having explained the basics behind your stats/skills and the weapons you've got now it's time to move on to how this all gets put to use with the actual coded combat. As it's the most complex we'll once again be using VFs for our examples and simply denote when aspects are omitted.

Combat occurs as a sort of handshake. The attacker selects what they want to attack with. The code then notifies the target(s) of the impending attack. They can then take one of a number of actions to try and respond to the attack. We'll start with the basic offensive actions and from there go to the defensive ones.

Attacking With a Weapon

Attacking a single target with a weapon is very straightforward. When you put in the attack command you'll also include your target, the weapon you want to use, and the burst size (if applicable). The latter two are done simply with a number. The first number corresponds to which weapon you want, the second is the burst size (1 for small, 2 for medium, 3 for heavy).

So let's say Komilia wanted to attack Gesinski with a heavy burst from her Gunpod, which was mounted as weapon 2 on her VF the attack would look thus:

+vattack Gesinski=2/3

This basic action is used for any sort of weapon be it hand to hand to a Macross Cannon. Should you lack the ammunition for the attack you want, the code will promptly inform you. Your accuracy roll is not modified beyond what the weapon itself tweaks. Additionally a d10 is rolled should you hit, the result of this becomes a percentage added to your attack's damage. So should you roll a 6, an additional 6% is added to your weapon damage.

Specialty Attacks

Sometimes straight weapons just won't suffice, no matter how spiffy they may be. For cases like this we've got a couple specialty attacks that you can employ for just such an occasion.

    • Luck - Before describing the attacks I guess I should first address "what the hell happened to Luck?". Well Luck was a little too good at futzing with rolls so instead it's being shuffled to the role of special action pool. For most of the special attacks (save any that are explicitly stated as only being allowable once) you'll be expending a point of Luck to initiate them. Luck will be used for other things but that'll get explained later.
  • Unorthodox Attack - Sets you back one luck point to perform. This attack represents when you do something really outlandish that can come back to bite you if you mess up (wild tackle, turning a wing into an impromptu scythe, etc.). This works entirely off your hand to hand attack at medium strength and is done at -6 in a mecha or -3 on foot. You MUST roll a success on your first roll, even if your opponent fails theirs, failing doesn't get a re-roll, simply a fail. If you roll a success but your opponent beats you, you simply miss or are subjected to whatever other response they use. Now succeeding is well worth it as your calculated hand to hand damage (including the 1-10% bonus from the base attack roll) is then doubled. If you fail your roll? You get that 2x damage done to you instead.
  • Precision Strike - Similarly costs you one luck point to perform. This little number is geared at levelling the playing field ever so slightly for mecha versus capital ships. Because of their drastically increased armor along with possessing an absurd amount of HP VFs generally don't have much means to damage capital ships (save using ant-warship missiles which will be relegated to TP events only). This attack represents taking the time to attack a soft spot on a capital ship (sensor arrays, weak points in armor, etc.). As a result a precision strike can be done with any weapon capable of a heavy strike/burst. Your accuracy is reduced by 10 (along with the accuracy penalty of a heavy strike). Like the Unorthodox Attack you must roll a success, even if your hit doesn't land. Should you roll a fail your weapon automatically jams. Regardless of success or failure you are also at a -10 to dodge for the remainder of the round. The payoff for this action, however, is doing five times the damage of your chosen weapon's heavy burst. So if a weapon had a damage rating of 75 its heavy strike would deal 225 damage normally, with a critical strike this would increase to a staggering 1125 damage (not counting armor mitigation or other bonuses). This all for the ammo cost of a heavy strike. Considering that an AVF has around 1600HP this is a staggering amount, hence why it's geared solely at capital ships. Likewise, anti-ship weapons cannot be used for a critical strike as their damage ratings and accuracy will already be adjusted to mirror their nature.
  • Dramatic Attack - Aka. The Show Stopper. Doesn't cost you any luck points but you get to use this baby once, and only once in a scene. This is the coded representation of unloading on someone. Like the Precision Strike you default to heavy attacks. You can pick any combination of three attacks from melee, gunpod, missiles, whatever you've got left. When you initiate the attack your opponent is given the opportunity to select their response to each individual attack before they roll. The rolls are then done thusly: the first strike comes at normal accuracy. The second strike is at +3 on foot and +5 in mecha. The third strike then comes at +6 on foot and +10 in mecha. Given the nature of this attack you're encouraged to be gratuitously over the top with your pose (so long as it's in the bounds of what your character can do anyways :P)
  • AOE Strike - Fighting more than one opponent and you're afraid of expending all your ammo too soon? Driving a beast of a machine that's meant to take out squadrons with a single barrage? This might be up your alley then! The AOE Strike works much the same as the normal attack. The command for this will look something akin to +aoe <target(s)>=2/3 (to borrow our previous example). You can AOE up to four targets with this strike. The targets must all respond before the hit check is performed. You make one roll which is the amount each defender will have to deal with . You don't suffer an accuracy penalty but your damage is divided by the number of targets. So you could be doing as little as 25% your normal damage if you're going after all four. Alternatively you can simply attack each one individually on your turn and just expend more ammo for doing more damage (but possibly also hurting your chances to hit).

Defensive Actions

So now that we've covered how to bring the pain, perhaps it's time to discuss how to deal with being on the receiving end of a rampaging Zentradi.

As mentioned before: the combat code works as a sort of handshake. When an attack is initiated the defender gets to choose their response to the attack, some of the responses are dependent on the state you're in and what's been shot at you, so...HERE WE GO!

  • Evade - No brainer. The bread and butter of most Macross engagements rolling for evasion just uses the Speed stat along with Piloting and Endurance in vehicles. On foot it's Dexterity and Dodging. You win your roll you evade the attack. If you fail, however, you only get 30% of your armor protection with no bonuses to it (which won't be much :P)
  • Defend - Cannot be done by VFs in fighter mode. With this you get 30% of your normal Evasion threshold so you at least have SOME chance to avoid the attack. If it lands, however an Armor check ensues for mecha and ships while a Defense check happens on foot. The number of successes you gain add a further percentage to your armor mitigation 1 success equalling 1 percent extra mitigation. Total armor mitigation can't exceed 90%.
  • Counter - For the bold. Countering gives you the chance to stop an attack by attacking first instead. When you choose to counter you select the weapon you want to counter with. The damage is automatically at medium for this action. Your accuracy threshold is halved. If you succeed you hit your opponent for half your normal damage with the chosen weapon. If you fail you take the full punishment of their attack, getting absolutely no armor mitigation at all.
  • Intercept - Exclusive to vehicles only. This action represents doing things like using flares or those really cool scenes where you see a VF gun down all the incoming missiles in one massive barrage of weapons fire. using an intercept grants a +15 to your attempt to spoof/shoot down the missiles, but the tradeoff you face is that you have a limited number of these. The amount will vary depending on the craft, but it'll be very low regardless.

Special Circumstances

Whew! Still a little ways to go yet! Next up we've got some of the funky situations that can occur during a scuffle. These pertain to all the more subtle ways we want to mess with you, some of it will be recap for the sake of summary though.

  • Critical Success - Occurs when you roll a 1. This under most any circumstance is an instant "I win" moment. A crit success will also add an additional 10% to the damage you dish out should you be the attacker. On an Armor or Defense check a critical success will toss in an additional 5% mitigation on top of the normal success count (unless the aforementioned 90% cap has been hit).
  • Critical Fail - Opposite of success, naturally. You roll this and you lose (even if your opponent had actually rolled above their threshold) with the only salvation being your opponent likewise rolling a critical fail. In the case of attacking a critical fail can also lead to a weapon jamming. Critical fails occur on 29-30 for Stat checks, 39-40 on skill checks, and 99-100 on vehicle checks.
  • Weapon Jam - Happens if you roll a critical fail on your attack (Unorthodox and Critical strike being the only ones exempt). For ranged weapons you're given one freebie fail, the second time you crit-fail your weapon jams. For lasers they are burnt out and need to be repaired after the scene. For gunpods you can un-jam them during the fight but you lose your ability to attack for that round. Missiles can only be un-jammed by disengaging and returning to a hangar for a Full Reload to swap the weapon pallets. Melee Weapons are a little trickier. On a crit fail a medium melee weapon (or hand to hand if you were using that) check is initiated. So long as you pass you're fine. Should you fail, however, the weapon breaks and is broken until the fight is over (make sure you have backup weapons :P)
  • Combo Breaker - Happens when you and your opponent both roll above your thresholds three times in a row during a skill check/attack. In the case of an attack both you and your opponent take 25% of the attacker's original damage. Again: this is representing stuff like opponents trading a flurry of blows and neither gaining ground.
  • Cross Counter - Happens when you and your opponent either both roll a Critical Success or a Critical fail. The effect is the same as the Combo Breaker but the name is different as the odds of both of you rolling a critical success at the same time is roughly 1 in 10,000.

Luck

Alright time to sum up Luck a little better. So as mentioned before Luck serves as a special action pool now. We already covered that some actions cost a point of luck to initiate them. Likewise if you're in a bind you can blow one point of Luck to momentarily increase your roll threshold. The increase nets you 3 on a stat check, 5 on a skill check and 10 on a vehicle check. This can be done for both skillchecks and actual attacks, though it'll also mean you're down an unorthodox attack and the like as well.

Luck also has an additional effect. If you are KO'ed and have 2 points of luck left in your pool for that fight then a d100 roll automatically occurs. If you get below your threshold (double what your luck stat is set to) then you are brought back from KO status with 10% of your HP and Spiritia values. The intent here is to allow you to limp away and face a shorter recovery time. Or you can put that 10% into trying to fight on, but bear in mind that'll put a hefty increase on your recovery times.

KOs and You

Yes, I did mention recovery times. As a social oriented game the general emphasis with Macross is a fight every now and then with character development happening in between. This means that no: you aren't going to get back up right away and run off to battle if you get your ass kicked/

Getting KOed is a very straightforward affair. You hit 0 HP or Spiritia and you're KOed, the status is extended to you should you be in a vehicle that hits 0 HP as well, of course.

So what happens when you get KOed?

Well you're out of the fight for one, obviously! Next the game decides a time at random between 2-4 days how long you will be out. This is done in 12 hour increments and is a representation of how long it'll take to put you/your craft back together.

Incidentally: if you got the Luck recovery and chose to continue fighting, the recovery time that you would have gotten is now doubled in the event you get KOed a second time in that fight.

Now first and foremost: KOed doesn't necessarily mean unable to RP while you recover, you are simply not fit to fight yet. People can visit you in the hospital or it is possible to go out and scene elsewhere, just be sure to pose still being on the mend.

Recovery times can also be decreased by a few methods. For your own injuries, RPing with a doctor will take care of that. Likewise a mechanic can deal with KOed VFs in a similar fashion. In both cases they'll be able to flag you or your craft for a rapid recovery - halving the original recovery time. Mechanics and Doctors will need a skill of 5 or higher to gain this ability, which means we will be heavily scrutinizing anyone looking to go to this level.

Of course admin will also be able to instantly recover a person or VF should they need to for cases like TP scenes and such.

Vehicle KOs

One other special aspect to vehicle KOs - once you reach 20% of your vehicle's health each strike does a random amount of between 5-10% damage to the pilot. This being due to stuff failing catastrophically inside.

Non-KO'ed recovery

So what about if you aren't KOed? Well in honor of the KISS method: if you come back in one piece then you're only out of the game for 24 hours in terms of code. Depending on how the actual scene went we'd encourage you to play it up more but this is the longest you'll be forced out of fighting.

Enhancements

This has been a tricky thing to figure out. Because of the nature of the combat system every type of enhancement has been kept exclusive to itself for the sake of balancing. Though this does have the benefit of ensuring everyone has a job. Enhancements can happen in several ways: Mechanic Tuning, Data Links, Performer Buffs and Spiritia.

Mechanic Tuning

Fairly simple. Any mechanic who has a 7 or higher can boost a single attribute on a craft by 1 point per skill level from 7 and up. So at 7 this is a 1 point boost. 8 would be 2, 9 would get 3 and a 10 will jump to 5 to give a little bonus for being epic. This can be used to round out weak spots or bolster a strong suit but only one stat can be augmented. The process also takes time with your craft showing as being out of action for 2 days while the buff is applied. The buff remains until the craft is KOed and cannot be reapplied until the craft has recovered from the KO status. So for those keeping track this means that if you have a tuned fighter and push on you're looking anywhere up to 10 days out of action if you take a full KO penalty then lose another 2 days to re-gain the buff. So be sure to think hard on how bad you want to fight to one HP.

Data Link

This is for the initiative check. Have a weak sensors skill/stat? No problem! Just find an ally with a better sensors setup than you and request a Data Link. If they accept you roll a computers check, so long as you pass the link is established for that round, letting you use the sensors roll of the person you linked with rather than your own. The link must be re-established each round with the computers check getting progressively harder each round (representing it getting harder to manage in the chaos of the fight as well as keeping things balanced). Starts out at Very Easy and goes right to Impossible.

Performer Buffs/Debuffs

If a performer wishes to buff someone they can do so using either Singing or Musical Instruments (Dancing is out for reasons I'll explain below). The buffer's chosen skill is then rolled, provided they succeed the number of successes are tallied and then the total of them are added to the threshold of any skill rolls regarding a random stat (the stat is chosen by a d6 being rolled, each face corresponding to one of the target's core stats). The stat is chosen at random to simulate songs affecting each person differently. The duration of the buff is determined as being half of the performer's spirit stat (rounded down). Buffs cannot be stacked.

Dancing isn't a valid buff skill as there's no way someone in combat would watch someone dance long enough to feel noticeably inspired.

Debuffing

The mechanic is similar to the buff mechanic. Once again the mechanic is similar to buffing. The Performer selects the skill they wish to use (Dancing is viable for this). Both opponents roll the chosen skill. If the opponent matches or beats the performer in the number of successes then they completely resist the debuff. If they lose then the number of successes difference between the two is how much the debuff removes from the defender's threshold on a random stat same as the buff mechanic. Debuffs can't be stacked.

A critical success for both buffs and debuffs add an additional 5 successes to the roll (this applies to the defender's attempt to counter a debuff as well). Critical failures are treated as normal fails in this case and don't do anything extra.

Performers can buff one target and debuff one target per round.

While buffs/debuffs can't be stacked, a successful attempt at invoking the opposite status will cancel the other out entirely. So successful buff will remove a debuff and vice versa.

Spiritia

While performers affect stats, Spiritia users can do a variety of neat tricks, the math for which is all about the same :P

Healing

The user’s Spiritia Healing is checked. The number of successes is multiplied by 3 giving the total amount of health regenerated. Heals will consume 25 spiritia per use. They can also be boosted by a craft’s S.Amp stat. This cannot bring someone back from an HP-based KO, mind you.

Spiritia Attack

This will be treated identical to normal combat with Spiritia Attack replacing Firearms, Gunnery or any other similar weapons skill. Users will be given an SES vest to serve as an on foot weapon while Sound Booster packs will provide the weapons for VFs. Spiritia attacks will drain a user’s spiritia pool in place of standard ammo consumption.

Spiritia Defense

This takes the place of normal Defense. Just like Defense, the number of successes goes to a percentage reduction in damage. In VFs the craft’s Spirita Amp stat will serve as armor as well.

Spiritia Generation

Works similar to healing. Spiritia Generation is checked then the number of successes is multiplied by 10. Like with healing, this can be boosted by a VF’s Spiritia Amp stat. The result is then added to the target’s spiritia pool. Consumes 25 spiritia.

Spiritia Enhance

Uses the same math as Spiritia Generation. The result is added to the target’s HP to represent the Spiritia user erecting a barrier around the target. Any target can only be enhanced by any given performer once. Consumes 50 spiritia to use.

Spiritia Absorption

This will be handled in a manner similar to spiritia attack. With a percentage of the damage (currently we’ll use 50% of the dealt damage) being given back to the attacker.

Global Skill Checks

Different from the player on player skill clashes, these guys are for when the GM of a scene wants to check if you can pull something off or a similar situation arises. These will go in order from Very Easy to Easy to Medium to Hard to Very Hard to Impossible. The Global Skill Checks operate in a similar vein to normal checks in you need to roll below your success threshold by a certain margin to pull it off. The checks are measured against the overall potential someone can have for a certain ability range and some give bonuses and the like while others incur penalties. Below I’ll include a chart that outlines how each check operates and the number of successes required for normal characters, macronized Zentradi, and for those piloting a vehicle.

Skill Checks

Check Level Normal (d40) Macronized (d100) Vehicle (d100)
Very Easy (+10 Bonus) 1 1 1
Easy (+5 Bonus) 2 2 2
Medium 3 3 5
Hard 5 7 10
Very Hard(-5) 6 8 12
Impossible (-25) 1 1 5

Physical Stat Checks

Check Level Normal (d40) Macronized (d100)
Very Easy (+10 Bonus) 1 1
Easy (+5 Bonus) 1 2
Medium 1 3
Hard 2 7
Very Hard(-3) 3 8
Impossible (-13) 1 2

In a lot of cases the harder rolls will exceed the thresholds for normal characters. This is to be expected and critical successes will still allow for a chance to succeed on these. Likewise someone performing a skill check will be able to a) use a luck point for a +10 bonus and b) be able to use an additional luck point for a re-roll the attempt if need be.

Armor Packs and Parries

Since I didn’t give much info on these guys before I’m gonna explain them now that I’ve got more of what I needed. As I explained earlier FAST packs will be available to be equipped on VFs before a fight. Every pack will do a variety of things, adding more HP, additional armor, new weapons, and either speeding up or slowing down your craft depending on the armor.

If you have a FAST pack equipped and you’re hit by an attack you automatically do a medium level piloting check. If you succeed the damage is taken from the FAST pack’s HP and not your VF’s. When the pack hits 0 HP it’s jettisoned along with all its additional weapons and bonuses, putting you back to your normal equipment.

Barriers operate in a similar fashion. On a hit if your craft has a barrier it does a medium check, if you succeed the damage is taken out of the barrier first before transferring to your craft. The way damage would work is Barrier > FAST Pack > Craft. Once your barrier hits 0 HP it takes two rounds before it recharges and returns at full strength. Capital ships with barriers will operate in a similar situation though their skill check will use Star Ship Operations and their barriers will not recharge when depleted.

Process

So really quickly I wanted to show the basic process for how an attack is handled within the code. I won’t include numbers on this. It’ll just be a representation of the checks code will do in the background when an attack is initiated.

My horrible flowchart.

Sorry the diagram’s so crude. There’s a lot of niggling little circumstances that play into this and I wanted to cover as much as I could without making a giant flowchart :P

Closing Notes

Couple notes and edits in closing.

  • First, we’ll be giving Dexterity a boost for macronized Zentradi as well as the current Strength and Endurance. We’ll figure some way to balance their ability to hit on smaller targets at a later date (if the current code doesn’t balance it for us).
  • VF mode changes will be tweaked as well. Along with the current bonuses/penalties applied to mode changes. Battroid mode will now bolster targeting by 3, while fighter mode drops it by 3. This is in an effort to give people incentive to do more than sit in fighter mode all day :P
  • Any situation where I referenced a skill check done by code (so the Global checks, as well as the basic checks done for barrier parries and the like) will make up to 2 additional attempts if the previous attempt went over the player’s threshold. So if your threshold is 15 and you roll a 20, it will roll again without announcing it, similar to how player versus player checks work currently. This is to help balance out the MUSH’s number generator being a real pain at times.

Anyways, that ought to be it. If anyone has any questions regarding this, or potential suggestions, feel free to bring them up either directly or through +feedback on the MUSH!